#packaging
1 messages · Page 50 of 1
Then it's a Dropbox question - depends on how Dropbox is implemented internally.
Using Steam the upload would be small
Depends if BP or C++
First time really messing with savegame objects, I had originally had it in there but forgot to copy it back over, which was the stupid "DOES SAVE GAME EXIST" - I'd been debugging in the editor, where the savegame did exist, and forgot to add the check and create savegame at my beginplay - whoops - so I'd just get a black screen
it was blueprint but I am assuming that the packager will overwrite all the files (even if it doesn't take long) and windows will see them as different - because that blueprint, even if it has a small change, is going to be included into PAK1 or whatever, and that will be seen as new
Windows does not have a concept of "different"
It's just a file, it has data, a size and modification date
It doesn't do version control
Dropbox does
You're asking how Dropbox detects file changes and whether it uploads diffs or full files
And personally I don't know that
If you're looking for an Unreal solution to your Dropbox problem, you can generate a patch, provided you previously generated your build as a named release
I will have to learn the patching process soon, yes
You don't really
Well, the damn thing is still named MyProject.exe
The patch system is pointless on PC and mobile at least
Why?
Because all modern distribution systems do a better job at it than Unreal
Because it's ultimately their job
Oh, this is a special project, it won't be distributed on ANY platform, this is sold to Fire Depts
Onboarding is literally shipping a preloaded PC to them
If you have updates, you'll have an updater
Yeah, as I expected, it's uploading the entire PAK (because it IS a different file technically)
Just because it is different doesn't mean it needs to upload it entirely
Like I said, no modern platform does that
Thanks for answering man! I looked in here yesterday (before you gave that answer) and didn't find any .pdb files
@mellow bane
The PDB would be next to your packaged game executable (gamename/binaries/platform in your package)
Once again, thanks for answering, this is sort of time sensitive so if I could have someone guide me through, it would mean a lot haha
Now you just need to get the minidump file in the crash folder, and do File -> Open -> that file in Visual Studio
If prompted for symbols enter the folder that has the PDB
Open the minidump, not the PDB
I might have did that wrong ahaha. I'll try again the way you mentioned
If the PDB matches exactly the executable that produced the crash, you will be able to debug the game by clicking "debug with native only"
OKay just so you know, I'm a blueprint guy. 3D animator/modeler, so I'm not hardcore advanced with these terms and using visual studio haha. So you might have to dumb it down for me a bit haha
Well, start by opening the minidump, pick the PDB folder if prompted to, and pick "debug with native only"
.dmp file in the crash folder
Open -> File
You must be like this with me right now haha
If I did it right (which I doubt) this is the result of open > file > select the .pdb file
I didn't have any option to "debug with native only" either @mellow bane
Open the minidump
I think my issue is I didn't do this in the project
not the PDB
I need to find a video on this or something. Or a clear walkthrough. Any keywords or tips?
I just changed it now, so hope that might help for future debuging
Side note, I should probably not release a debug build to the wild right? Or should I?
I just need to learn how to properly debug a packaged game once folks start having issues like fatal errors and no audio. I feel useless right now haha
- Get those crash report folders from your clients (UECC-Windows-xxx folders like you showed earlier)
- These contain a minidump file (.dmp or something ?)
- Open VS, do File -> Open -> File
- Pick that minidump file
- You should have a "debug with native only" button, clcik it
- If prompted for "symbols", you can input the path of the PDB file for that release
And no, you do not need a debug build
This is the proper way
I think back, when making a game, we focus on making the story, assets, anims, programming and get to a point where it looks and feels good. Plays well and tests well. So we release it. I didn't learn the proper techniques to handle the debugging and the "after its out the door" process of game development, which is VERY important haha. Not to many video tutorials covering that portion of the journey haha
OKay, I'll give that a shot
When you get there you will have a bunch of panels with notably a Call Stack, if not available it'll be under Debugging -> Windows
Call stack is the most important information
The crash reports are in the local app data?
Yeah, %LOCALAPPDATA%/gameName/crashes on your client's machine
Have to get those from them first of course
So I'm testing this debug on my machine first. I have a packaged build to practice on
All that's in it is a .ini file. And there's not much in there either
No dump, so nothing t odebug
Indeed
Then again, when I play on my PC, it works fine. Would that .dmp file be on a pc that had a Fatal Error or No audio?
Mainly the fatal error
So, does the error create a .dmp file?
Crashes, yes
Okay, well that's a start
I just need to get my hands on the clients crashed .dmp file
That was step 1 on my list
Indeed it is. I'm the type of learner who needs to know 3 things about 1 thing it seems. I needed to find out what the .dmp file is, how it forms and why I don't have it in my folder but someone else might
@mellow bane Thanks for pointing me in the right direction! I screenshot your directions. I just need to get my hands on the dmp file
When you are making a new build of your game do you just like overwrite the previous build, I had a version packaged already but I didnt know if it was safe to just overwrite the old one or just have two
The output folder will be wiped and rewritten
Hi guys, my builds from project launchers are usually 25 gb. I'm trying to do a build with only few levels, like a demo. I've changed the levels to cook in the Project Launcher but my build are still 25 gb, even with less than half levels. Any advice?
did you use the tools to see your asset file sizes? did you disable plugins you don't use?
the asset audit tool that is
Did you fill the list of maps to package ? Most important packaging setting
uh is the default behaviour to cook them all?
mmm yeah
This may relate more to #automation but... I'm looking to identify what assets have been cooked, so I can add them to a Collection (the Content Browser feature). Anyone have experience programmatically identifying what has been cooked?
Im confused on how you upload to itchio and have it play in browser. All of the options for play in browser arent in the unreal packaging options. Any help would be appreciated
There is no support for that in Unreal today
There used to be an HTML5 export, but it was removed years ago
yeah i saw that, I dont understand why it was removed : (
Because it was impossible for Epic to maintain, and no one used it
Most Unreal games are like 500MB bare minimum, and the actual optimized minimum is like 100MB
oh right
Also there's Pixel Streaming for "serious" applications (dedicated servers running Unreal and streaming the video, $$$)
fair enough thanks for explaining
My Android package include references to "... an unsupported version of Play billing". I am not using billing, but can see <uses-permission android:name="com.android.vending.BILLING" /> in the manifest, but cannot figure out where this comes from. My log shows "GoogleGameSDK Android init". Could that be related?
If you're not using the permission it should be as simple as adding this to your android UPL file
<androidManifestUpdates>
<removePermission android:name="com.android.vending.BILLING" />
</androidManifestUpdates>
Other than that I'd look through the GoogleGameSDK UPL and update the snippet (From whatever version to 3.0.0) should possibly also remove the issue
<buildGradleAdditions>
<insert>
dependencies {
implementation 'com.android.billingclient:billing:3.0.0'
}
</insert>
</buildGradleAdditions>
Thanks. So it comes from the GoogleGameSDK? Which is what exactly?
<removePermission android:name="com.android.vending.BILLING" /> did the trick. (Play Console stopped complaining). Thanks a bunch!
No problem, glad it helped!
hey how can i cooked and pub it for App Store?
Did my mac just corrupt all the .a files in the Engine? I am suddenly getting a ton of warnings like "!dbg attachment points at wrong subprogram for function" and the packager hangs after ignoring invalid debug info in Engine/Source/ThirdParty/libOpus/opus-1.1//IOS/libOpus.a(VAD.o)
Hi all, has anyone ever encountered an error similar to this, or has seen this before?
It happens when I try to spawn an emitter that uses a shader which animates a spritesheet
although I dont think thats really the reason its breaking, it just happens there
kind of at a loss about how to troubleshoot it, I'm hoping someone here can point me in the right direction
where can i get these?
ok ive had to reinstall windows to a new drive, i've still got my old copy of vs and all of its extras can i still access those?
@open rapids do u know?
I want to add my mobile game Chunk Downloader. I did everything, I've .pak files. But I can't find the BuildManifest-Android.txt location. How can I find the location of this?
The manuel location of BuildManifest-Windows.txt is D:\ChunkExample\WindowsNoEditor\ChunkCore_Example\Content\Paks\
Hi all, anyone know the fix to the "LogPlayLevel: Error: ERROR: cmd.exe failed with args /c "F:\Projects\VR PRojects\Test\VR_Test_Area\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug" error? I've been looking into it, but just can't find a fix that works for me :)
Just trying to get the unreal engine VR experience to build to my headset, but it's just not having it haha
Trying to build to a quest 2
Hey, I know you posted this a while back, but I've come here looking for a solution to this. Did you manage to fix it? :)
Hello guys i have been trying to create a test build but i am getting an error when packaging the game for Development. I get this error ERROR: Missing precompiled manifest for 'HoudiniNiagara'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;. Does anyone knows a solution to this problem?
a plugin not from marketplace that you installed to a Engine plugins directory?
is there any special trick to getting an http chunked build to work? I have PALs defined and the settings are turned on. Is there anything that has to be switched off in order for it to work?
ld.lld: error: unable to find library im getting this error when im trying to package the game
Hello,
I've being working on an archivz app for a few weeks now, there was a few times that I package the app with no issues, yesterday I packaged successfully the app and tested but it crashes at some points, today I tested in the editor with the ASTC mode enabled and it didn't crashed, I packaged the app and tried to test on the device, but it won't load, it is stuck on the 3 dots. I tried to packaged as ESC2 but it happens the same.
Can somebody points me on what else should I try? or what is happening?
I am on version 4.26 and Quest 2
When trying to package for iOS I'm getting " Error: error: The Legacy Build System will be removed in a future release. You can configure the selected build system and this deprecation message in File > Workspace Settings." I'm remote building trough windows to mac with Xcode 13.0. I have tried changing the build options to both legacy and new in Xcode but im still receving the same error, has anyone ever seen this before?
https://github.com/EpicGames/UnrealEngine/commit/ed97f0f865b7dce3c43bb15c2d7f86974eaafd75#diff-5500d8adc6dfd0a11b521a170abfd0a1180e93b29423403ee0ac5bbcd634e63e
You have to make that change if you're on a UE version pre 4.27 I believe
The one at the bottom, in XCodeProjectFileGenerator.cs
The link is returning a 404 for me
Have to sign in to github and link epic games
you need to be logged into a github account that is linked to your epic account
and you would need to be on a source build for that change anyway
Im on 4.26
^ That is true. Would be an engine upgrade or source build, those are the options
Can you explain what being on a source build means? My project is on 4.26
downloading the source code and building it (via github, or perforce if you're a custom licensee)
I see, thank you for the help, but this seems far from what im able to do right now considering im pretty new, but atleast I understand what the error is now
After reading up on source builds, in my case since ive only worked in 4.26, which one of the options do you think would be better, building 4.26 from source and adding the xcode 13.0 fix or upgrading the project to release(4.27)?
I would upgrade personally. I heard there was something in 4.26 that increased packaged sizes for mobile.
But I'm on 4.25 so I wouldn't take my word for it
I understand, and in that case I would still want to build from source code in order to accomodate the xcode 13.0 and potential future problems or would I just want to go trough the epic games launcher as I have up until now?
I'm not sure what your level of experience is with UE4/Programming etc etc, so I can only suggest upgrading to 4.27
Got it, thanks again
No problems, good luck with your project!
Thanks!
how do i fix this error?
Doesn’t help knowing nothing about your project or what the nakama library is
its a plugin for online subsystem, i tried building the project for android and it shows this
there's an option to include certain directories in builds as-is; does anyone know if it's possible to include different directories depending on build type (debug, shipping, etc)?
Yeah and it links against a static library called nakama-cpp that you either don’t have or need to build
anyone knows how to fix this issue? im remote building
turns out i just had to install the proper certificate
Hi. Good morning all,
I am having problem Packaging Windows/Linux Dedicated server on EU5, It is Packaging the Game only.
Is it a known Issue?
hey there all!
I have uploaded an app made with ue4.26, on the play store, but when I download this app from the play store I am getting the following errors.
- when I download it from the play store and open it first time
- when I close it and open it again, I am getting
and then an endless splash screen.
I have checked the Android/obb folder there is folder for my app but no obb file
so my guess is there My App doesn't contain obb when download from play store.
does anyone know how to fix this?
Did you generate as AAB and added the obb inside?
I think you will need to pay
API reference and implementation guidelines for the Google PAD API
@proper void maybe it is free I never did it
Thanks for the help I am looking into it
Hey all, does anyone know how to override which GameEngine.ini config to use when packaging? I need to package with different settings for EGS and Steam ( so both Windows )
you can change your UAT.bat and put a build param to identify (guessing)
Hey Guys, when Packaging I get the following error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets. UnrealEd and UMGEditor are marked as dependencies in my .uproject file. An old forum entry suggested that this error occurs when you have Factory code in your project. But I have no Factory code. The log says the following: BuildException: Unable to instantiate UnrealEd module for non-editor targets at UnrealEd..ctor(ReadOnlyTargetRules Target) in x:\UE_4.27\Engine\Source\Editor\UnrealEd\UnrealEd.Build.cs:Line 12.Wrapped by TargetInvocationException: [...] .Has anyone had the same issue and knows how to fix this?
Can I somehow launch a cooked build (using launch menu) with a map from developer folder?
I need it to test on target device, but I don't want to put that stuff outside developer folder
about my issue just fixed using this command to build instead:
G:/UnrealEngine5/Engine/Build/BatchFiles/RunUAT.bat -ScriptsForProject=G:/MyProject.uproject BuildCookRun -project=G:/MyPorject.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompileeditor -ue4exe=G:\UnrealEngine5\Engine\Binaries\Win64\UnrealEditor-Cmd.exe -utf8output -server -serverplatform=Linux -noclient -build -cook -map= -unversionedcookedcontent -compressed -stage
Using Visual Studio 2019 Development Editor solution configuration I am having trouble building <mygame>Editor.Build.cs. I can successfully build <mygame>.Build.cs with the Shipping solution configuration though. By chance can anyone help me with this setup?
Can't package games with Datasmith enabled
Can anyone give insight into what this (LogAnalytics: Warning: EventCache either took too long to flush (2.314 ms) or had a very large payload) means?
Editor collects telemetry about its usage and sends it to Epics. The warning complains that your computer is too slow to collect those amounts of data that Epics want. Luckily, you can just disable the whole telemetry thing in editor preferences.
Amazing, thank you!
Pretty sure it's because you are including content which is required during runtime
That's why you ar ehaving obb related issue during app start
Can any help walk me through the SteamCMD process for uploading my UE4 game to my steam store page? The official tutorials are super out dated :(
I think it's easier if you ask questions about specific issues you're stumbling on
Well I'm just not entirely clear on how the depot system works, I have gone through the GUI to upload my files but It does not appear in my Builds anywhere. this whole process is very confusing to me 😢
my main menu bar is missing so I cant package my game. how can i add it back?
Is there a setting to allow packaging to create individual pak files per asset?
instead of having a single large one?
There isn't, pak files are just assets put togetger, disable paks and you have essentially what you asked for
Though the result would likely have decreased loading time performance
we have a few assets that are very large, so it's around 70GB for those assets.
So we don't want to load them up immediately.
That has nothing to do with the packaging method
Paks aren't loaded into memory
Understood, the system is actually loading the entire assets at runtime when the application launches.
That's a C++ error on your end - you should be using soft pointers for those heavy assets
The packaging is irrelevant
Maps doesnt show up in project launcher any idea why ?
nevermind
I forgot to set the project
it keeps resetting sometimes
Hello guys
I have an issue with packaging
Then found a reddit answer to this issue, right here:
It seems like the person on reddit solved it, although I’m trying to follow his solution steps but i couldn’t tell what should i change with my notepad coding:
Any ideas are really appreciated, I’m beginner btw thank you so much 🙏🏻
I dunno, there's some kind of blur or some other weird compression artifact. That build log is just plain unreadable on my monitor.
hey, simple question, whenever i package a build of my game, if i use the esc key or tab key, it freezes. any idea what that's all about?
fixed it, i was detecting if there was a gamepad key press while i was testing it for PC, my bad
I've never done patches before - is there any disadvantage towards doing so, other than it's obviously entirely incomplete and needs the previous full packaged build to function correctly?
from UFE?
unrealfrontend
but judging by the ?, that means no
I think we just build it using the buildcookrun commandline
Hey, I'm struggling with this package build for some day lately. What can cause this?
Are you deleting and reposting this question every 10 minutes or is it just me ?
UEAnimaLoader doesn't seem to support game packaging
hmm ok thanks. so removing the models shall allow exporting?
Hi every one can any one plese answer this
Google Play Services for leaderboards, ' Add the Play Games Services SDK to your production APK to use the APIs'in Google Play Console?
https://answers.unrealengine.com/questions/1018774/google-play-services-for-leaderboards-add-the-play.html#comment-1018774-form
Disabling the plugin i guess
i removed the items from the level and removed the plugin but still saying this
Edit the .uproject as a text file
Open notepad or whatever and open the .uproject file to check for references to the plugin
Sorry, I cannot explain more clearly
Just open your .uproject file with a text editor
yes they are false
Then maybe another one depends on it, like TwinMotion, idk
And of course your Anima content now breaks
Looks like this plugin is not designed for game use
ye but im not understanding what its reading because i have nothing in game from anima anymore
Alternatively, you can try editijng the .uplugin file for anima plugins to replace Developer with DeveloperTool
Yeah, you do
All the "failed to load" warnigns in yellow have the path for a broken Anima asset
its mentioning choas solver plugin
why is it asking for the file if i removed it
You did not remove it
Read carefully the yellow line
This asset exists and depends on your removed plugin
but its not here anymore
that axyz its saying
was in content
but i had removed back when you said it doesnt let anima export
Then you should not have this error when packaging, no idea why
Restart the editor I guess
all, the erros are removed when i restarted but it still says unknown error
do you spot the issue?
Read the log
error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9.
how do i update it
i downloaded the latest but not sure how to see if its up to date in unreal
can anyone tell me why its not letting me build. the only red thing in the list is this
here is the entire log.
im begging anyone please
i cant fix it
Should work now
Those should be simple - you have assets referencing content that you removed
When removing assets in the editor, the editor prompts you to save the assets that previously used them, in order to cleanly remove references
You didn't do it, at some point, resulting in assets pointing to deleted content
how can i clean it up? cause its still not exporting
The fix should simply be to re-save all affected assets
Should be a right click - Resave all on directories in the content browser tree widget
But yeah, you should probably check your assets too
Packaging broken assets isn't good practice
what about a file i delete before
would it still resave that its not there anymorte?
because its still ssaying it cant find this file
i resave all in the content file so it should have resaved everything that was changed
idk why it is still asking for that file
UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Users\Luke Sheldon\Documents\Unreal Projects\SGM_Real_Time_Interactive_Visualisation\Saved\StagedBuilds\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak to C:\Users\Luke Sheldon\Desktop\Luke\Real Time Interactive V
isualisation\TEST EXPORT\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak
anyone know what this means?
You can only remove files from the editor, and you should save as the editor prompts you
If you didn't do that, it's too late to do it cleanly and you can only resave the assets that have been broken
hey i am getting an error in which when i click on package for my androdi game it open a new window of unreal engine documentation in which it syas page not found or that content has been deleted
i am using all assets for android only plz help and tag me while replying
You didn't install the Android dependencies
Check the Release Notes for your engine version and make sure to install all the required stuff
i have android studio ndk and sdk and jdk too what else i need
Did you confirm that you have the appropriate versions like I suggested ?
Check the Release Notes for your engine version and make sure to install all the required stuff
okay were i can find the realese notes
Google "unreal 4.xx release notes"
okay thanku i will check it
Hi! Does someone knows how i can let the player pick up an weapon?
what's that to do with packaging?
Hey guys, can you "art" direct the assets that needs to be cooked with the asset manager?
Okay, I just found out you can
Please help! For some reason use of the UNiagaraSystem is causing my packaging to fail. This is every time I use it in the code. Commenting it out will result in easy and successful packaging. Anybody know how to resolve this issue?
going to need the log to be posted since you didn't show the UBT log
Sorry! Is this what you want?
Those two pictures are finishing the lines that trail
well screenshots of text are usually not so great
never really seen that one before
though is it trying to cook some editor data there?
Only found one other guy with the same issue online, but nobody's commented on his post
Yeah, I think that's just starting with the fatal error starting with "A dependency"
Are the Manifest_DebugFiles.txt and Manifest_NonUFSFiles.txt files in the build folder necessary?
so i cant fix the app to export it?
i have the entire project and i cant even use it?
You can very easily fix this problem by resaving all affected assets
Should be a right click on content folder in content browser -> resave all assets
i have done that on the content file and all assets
it is taking longer for it tell me export failed so i assume some of the things are now exporting but after a while it still says export fails
and when i fix something another error is mentioned
this time it is this
That's a completely different error
yes
the save all fixed the other problem
there is some sort of .pak
that isnt allowing the project to save
and export
it says it is failing to copy
but it doesnt help me with the solution
UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Users\Luke Sheldon\Documents\Unreal Projects\SGM_Real_Time_Interactive_Visualisation\Saved\StagedBuilds\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak to C:\Users\Luke Sheldon\Desktop\Luke\Real Time Interactive V
isualisation\TEST EXPORT\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak
UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Users\Luke Sheldon\Documents\Unreal Projects\SGM_Real_Time_Interactive_Visualisation\Saved\StagedBuilds\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak to C:\Users\Luke Sheldon\Desktop\Luke\Real Time Interactive V
isualisation\TEST EXPORT\WindowsNoEditor\SGM_Real_Time_Interactive_Visualisation\Content\Paks\SGM_Real_Time_Interactive_Visualisation-WindowsNoEditor.pak
failed to copy the file named sgm real time interactive visualisation windowsno editor.pak
why dont they put that thing in red god damn
XD
literally if its the issue why do they blend that shit with all the other grey text
ok thank you for your patience man. dont hate me XD
im good when it comes to visual looks but when it comes to code and long groups of text man im clueless
It's not all that bad once you start reading the text carefully
hi guys, does anyone know why my project that i exported doesnt include the audio from the cinematics that were included in the project
Check the packaging logs
I would be looking for the missing assets, specifically
what does the assets have to do with the audio?
"my project that i exported doesnt include the audio from the cinematics"
I expect you have, like, audio files
You have provided zero information as to how your audio is implemented so I'm just guessing here
the audio is coming from the mp4 media player
the video plays
but without the audio
im not sure if there is a setting to enable it from the video or from the export/project settings
il check it out thanks
so i have created the bp and linked it to the media player and draged it in scene. were he mentioned here that he added logic. does there need to be some code to let it know that when video starts the audio starts or will it know on its own since its linked to the media player ?
you think just without any code it will work?
I have never used video in Unreal, so i have no idea.
being a generalist is exhausting
I’m trying to package my game on iOS on a Mac mini. Im getting an error message saying legacy build will be deprecated and I can change this in file > workspace settings. I tried the same in Xcode and changed it to new build system in Xcode but unreal keeps building the project with the damn legacy build system. Where can I override this setting in unreal?
how do i point RunUAT.bat at a specific build target inside a project? i have a custom target with a different GeneratedProjectName, but RunUAT.bat just takes a uproject so it builds the default target
-target is the answer 🙂
Trying to launch my project on iOS fails at the installing IPA stage, pointing to a deployment server logfile. Logfile has 3 exceptions "System.FormatException: Input string was not in a correct format." as the only hints. Does anyone know how to fix this?
Hi folks. My packaged game crashes occasionally when opening levels.
It's running in a art installation at the moment so it's pretty critical I get this sorted asap so any help would be amazing. Thanks
While trying to cook the project for winds, it gets stuck on this:
"UATHelper: Cooking (Windows): LogCook: Display: Checking global shaders for platform Windows"
Do I just need to wait for a long time, or is it something fixable?
a photo of a computer screen?
can you post the actual text of the log
Yeah sorry wasn't sure if I should put the whole thing here. Will post when I'm back in the studio
plz can anybodly help me with this
Read the first 3 rows, should solve it
okay
I have an issue with 1 movable light.. this is the shadow on the editor and when I preview it everything looks fine, but when I package the project, the shadow becomes solid. not sure what is happening.
Sorry I can't share more explicit screenshots.
the light is passing by a cylinder with an alpha texture.
Fixed, I think it was the mipmaps.
But now I have another issue, some times some of the input is not working, specially the R key. not sure why is not working on the packaged build.
all other inputs are working fine.
I managed to narrow my problem. I think my issue is most relative to this error:
H:\Program Files\Epic Games\UE_4.27\Engine\Plugins\Experimental\ControlRig\Source\ControlRig\Public\ControlRigAnimInstance.h(7): fatal error C1083: Cannot open include file: 'AnimNodes/AnimNode_PoseSnapshot.h': No such file or directory UATHelper: Packaging (Windows (64-bit)): Took 4.1940263s to run UnrealBuildTool.exe, ExitCode=6
Any help on fixing this?
I can not packaged even with Nativization disabled because of some engine error with the ControlRig.
UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: === Handled ensure: === anyone dealing with this when packaging? 4.26.1 source
Those aren't the actual error
have no idea what that means..I'm not a programmer
Somewhere you have an empty object property
If you're not a programmer the only way to diagnose this is going to be to re-check all your Blueprints for errors
I just did it and they seem all ok
no compiling errors in any bp
I did a lot of stuff in c++ too but I have no errors on vs
this show up when I cook content for windows
If you are familiar with C++ you can debug this
- make sure to have engine source, debug symbols installed
- search for "Cannot create SoftObjectPath with short package name" in engine source
- put breakpoint there
- start packaging
- in VS do debug -> attach to process -> UAT.exe (quickly)
- wait for VS to trigger the error
- check the callstack for the offending asset's name
is debug symbol like a plugin?
"engine debug symbols" in install options for the engine in launcher
ok I have no idea what we're talking about, is it sure that it's a bp?
Yep
hey i have trouble when i try to package 3 movies
ok thanks dude I will look into it!
@winged moss here is the log file....its quite a long one!
can anyone tell me how to package game with movies?
I just received mention notification from this channel and now its gone. What happened?
its ok i found my mistake
Can someone help me with my issue now?
I would really like to release the demo for my game soon. I can not do that because of this package error.
you do not have the crash symbols so this is useless
open the dump file in VS with the PDBs available
Hey!! What would be a way to only package a map and everything it references? I'm doing "Cook only maps" and then selecting the map at "List of maps to include in a packaged build" but I get a fatal error when opening the .exe.
Either with that option on or off it's throwing a fatal error on package.
It's not one of those rich error screens, it's the ugly "fatal error" one with just an accept button. How do I get the stack log?
well at least read the logs in Saved/Logs
Can anybody please me help with this error. Says reason for failure is:
"A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
LogPlayLevel: > Unable to find EOCD signature"
But not sure how to fix that.
Anyone happen to know how to debug the build tools? For instance, I'm trying to attach a debugger to the Unreal Build Tool in UEDeployAndroid.cs
I assume there's somewhere I can find out what the build command executed from the editor is, add that as arguments to launch of the UnrealBuildTool in Visual Studio, set a break point, and hit F5 as usual? Though where I find the build command is a bit of a mystery to me.
Fixed my issue, found a solution where you just delete the intermediate folder in your project folder.
hey dude could you be more specific about this? I'm pretty noob and your help would be suuuuper appreciated 😄 it can really save my ass
Which part specifically ?
how can I search for this "Cannot create SoftObjectPath with short package name" in engine source
because even if I managed to do many stuff in c++ I'm not a programmer so it's hard for me
ctrl+shift+f in VS
and this? "make sure to have engine source, debug symbols installed"
I have no idea where to find it 😦
I'm using source version
Then you can happily skip these steps
so from where I begin?
The rest of my message
@mellow bane when I do ''attach to process" I cant see UAT.exe just unreal4editor and unrealbuild tool what should I do?
waited but I still can't see it 😮 how is it possible
See UE4Editor-Cmd.exe anywhere ?
this one yes
YEah try this one
seems to work thank you so much dude! I will update as soon as I have results
Can you Publish a game at age 14
Commercially, probably not
seems like packaging can't progress with vs attached...but tons of stuff pops up in the call stack how do I know what bp is?
If VS breaks it means the breakpoint you added was fired which means you should have the asset name available somewhere in the Autos panel
Callstack can be used to navigate the call hierarhcy
No, not that part, you still want the breakpoint, though if VS stopped the process and showed you a call stack it likely means the editor encountered another error
Screenshot I guess
ok I need to add the breakpoint then! I'll update you dude! thanks 😄
Hello guys, I looked over the discussion to see if someone had asked the question but I couldn't find anything.
I have a custom target that has been created for my project. But in VS, its configuration is set to "Invalid" by default, meaning that if I want to build for it, it won't work.
I can set it locally to "Development" and make it build successfully, but I cannot figure out which file to check out for it to be pushed to the online depot.
Could you help me with that please?
@mellow bane if I attach the process to this UE4Editor-Cmd.exe the packaging doesn't go on
As soon as a breakpoint fires it will stop, yes
no it's like ''broken''
What does VS look like right now
Yes, it is, because you are on a breakpoint
The code view should literally show where you put a breakpoint
If it's not, it will show where the error occured
Might be easier to show that
When VS hits a breakpoint you have the code - current erroring line highlighted , the call stack - hierarchy of calls from current function to parent to parent to parent until the program's main and you have the variables to inspect in bottom left
Here an ensure call failed which triggers the debugger as a breakpoint
It may or may not be relevant to your problem, you can either press F5 to resume the program and wait for another error, or investigate
You would investigate by checking the variables until you find the path of the current processed asset
/game/DebugOnly/Leaderboard s here
Well that's the broken path
To find which asset has the path you'd need to go higher in the stack step by step until you find something in variables
i just deleted that widget because I don't need it but it's still not cooking 😦
But at least here you know it's an UMG widget referencing /Game/DebugOnly/Leaderboards which is invalid or not packaged
very very helpful dude thanks a lot! I really appreciate your help 🙂
but somehow it doesn't work
Consider the possibility that /Game/DebugOnly/Leaderboards here is something another asset tries to point to
If you just deleted it, it means you did it incorrectly, without resaving affected assets in the editor as prompted
You now need to search through the stack for the offending widget, and resave that
mmm ok I'll try again! but I am sure I deleted the widget without forcing anything
You definitely quit without saving some affected assets
how do I know when it's something I should investigate?
If the path is one of your assets it's 100% a problem to fix
And I mean, in theory you could skip all errors until you find your breakpoint
But no error in your project is truly harmless
I have a doubt, I did everything in bp before and refactoring in c++ later
can be some function name, variable name or whatever?
because I can compile on vs and play the game so technically it should work fine?
It works in editor, but the packaging is more stringent
I will try to follow your instructions, thanks a lot dude you saved my ass 😄
hi slackers , i have a problem in game (before package) i have an button that open level by name and it works before package ,but after package when i press it, its load the same level not the level that i want , i cant know where is the problem, so i hope somehelp
You need to add the map in package settings
@mellow bane dude I managed to solve this! Thank you so much for your help 😄 I really appreciate
This is quite possibly in the wrong section, but if I build a development packaged client (so not shipping), is there an easy way for users to change keybinds (a config file or some console command)?
Hello
I got a big problem
I made an horor map and tried to pack it
After pack the map(game)shows as the tutorial map
Can anybody help me pls
This might be a bit of an odd question, but how do I tell the engine what level to load when it boots up a project? I ask this because I need to know for packaging purposes, so Unreal doesn’t open a blank level whenever someone boots up my project. For instance: I have two levels: MainMenu and CharacterCreate. I want MainMenu to be opened up w...
Anuybody knows how to use Oodle compression in UE4.27 during packaging? Or is it automatic?
Can we export html 5 from Unreal Engine 4.26?
No
There is no option in html 5 since developers remove it after Unreal Engine 4.23.
What about this plugin
https://github.com/UnrealEngineHTML5/Documentation
But ot says only Unreal Engine 4.24
Oh no :(
Is there any market place plugin that does the work
No
Thank you! That's what I was thinking
Hello, did anyone know how to package using .ucas file and not .pak file?
?
I believe it's related to the zen loader.
Can you tell me how it works?
https://www.youtube.com/watch?v=OchRhhRaE5s&t=1851s
-iostore to UAT or enable in packaging settings.
Thanks!
hi, is there a way to run from a script or command-line the equivalent of: [open UE4 project] -> File -> Package project -> Windows (64-bit) ?
We're getting errors during a package from a Developer directory. Does anyone know how to exclude Developer directories?
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Deployment/BuildOperations/#commandline
Not sure if this is exactly the right channel for this, but packaged a windows build on 4.27.1 today and it no longer can run on my Windows machine correctly. Have never seen this error before, but it's due to OpenCVLensDistortion module. It's crashing on the line
tailMerge_opencv_world331_dll() is the error in the log
FOpenCVHelperModule::StartupModule() [Engine\Plugins\Compositing\OpenCVLensDistortion\Source\OpenCVHelper\Private\OpenCVHelperModule.cpp:91]
That line in the module is cv
SetMallocAndFree(&OpenCVHelperModule::UnrealMalloc, &OpenCVHelperModule::UnrealFree);
Anyone have any thoughts about what to attempt here?
is this a plugin you're using?
It's the opencvlensdistortion plugin built in unreal
Realized that it might be too long of a path
LogWindows: Failed to load '../../../Engine/Plugins/Compositing/OpenCVLensDistortion/Binaries/ThirdParty/Win64/opencv_world331.dll' (GetLastError=206)
oh I was wondering if you were using it because I would recommend disabling it if it's causing you issues
ERROR_FILENAME_EXCED_RANGE
206 (0xCE)
The filename or extension is too long.
How did you setup Oodle? So I have the Oodle plugins enabled. Then I edited BaseEngine.ini and set bForceRDOOff=False. Are there any other setups needed? I've the following enabled in my project launcher profile.https://gyazo.com/1a673d9774bf3dda8250499d86fd76e0
I'd like to read/mount pak files in my UE4 app, packaged from a different Unreal project. How would you go about packaging them?(I tried primary asset labels, and packaging content as dlc, but could not manage to read them in the app)
In 4.27.1 the default settings work great for me without any .ini tweaks
I go from 3 GB to 1 GB package size
Search for compression in project settings. How does ur look like? I went from 3.5g to 3.15g with kraken and rdo off.
I’m trying to package using rdo on and taking forever to package .
Default untouched for me
However it barely did anything in the 4.27 preview builds
So I'm not sure if it's just messing up somewhere!
I tested a large project. So with my setting and RDO on I get 2.38g from 3.5g. That's a big change. But it took hours to packages and long time to open UE4 editor and my main level, only if you set RDO in .ini file.
Ah I guess RDO is costly in that case
It compress better and textures.
In terms of time
yes
Probably good to only use it when you are pushing production ready builds
Loading during run-time is super fast. It's worth it.
Yea def prod only. And make a schedule for it. lol
Interesting that it's noticeable at runtime and not just for reducing package sizes
Seems like a huge reason to upgrade to 4.27
Hi guys, kinda new here 👋 I'm packaging a project to my Oculus Quest 2 but the project that shows up is an old version. I found some threads from 2015 with people having the same issue but no solutions. Anyone know anything?
Hey guys, I have some assets that are being cooked but not packaged. How can I enforce them to be packaged as well?
Getting cooked but not packaged? How are you determining that they're getting cooked? How are you determining that they're not getting packaged?
To make sure they're really getting cooked, put
cook.displaymode=3```
into `DefaultEngine.ini` and cook again. The logs will now contain a trace for every single file that got cooked.
If they show up in the logs as getting cooked then they should also get packaged. You can verify that by checking DevelopmentAssetRegistry.bin if you open it with the Asset Audit window in the Editor.
Hello all, I'm hoping for some help with cooking an asset. It's a texture.
When I cook it, it doesn't cook right, but for a modder trying to help me it worked fine. I even got a zip of his project and cooked and it didn't come out the same file size (and didn't work in game).
Same version of UE4, nothing special.
Because I explicitly set them in FinishInitialLoading (or something like that, Im hand off right now) in the AssetManager by keeping them in memory and they do appear when executing from the editor in its own process (standalone), OC they dont appear if I don't that (the asset registry would just returns null when asking for it, like in the packaged version).
What you mentioned it's pretty useful though will check it out late today and get back to you. Thanks Ari
@cold turret I dont quite follow what the problem is, but do you have it hard referenced in the editor?
All I did was install UE4.24.3 (the required version for making mods for Foxhole) and made a new level and added a single texture and cooked it.
And the uasset is 35kb, the person trying to help me did the exact same process and it cooked to 85kb.
The only setting I even changed was to turn off Event Loading (as required for making these mods)
So I'm not even sure what to troubleshoot. :/
@woven escarp There's just so few steps involved I don't know where I could have screwed up. I can post the tutorial video I followed with the process.
Plus I have the project.zip as mentioned (and his and my uasset that should be identical but aren't)
cooking the asset from his zipped project should have made the same output, or so I assumed...
Im not familiar with mods at all. But if you have the texture hard reference (either by making it a property on a blueprint or some other data asset) it should be cooked
All I did was add it as content at the bottom, saved it, then cooked it
Imported I should say
a png
Blank level
Again, I not familiar with Mods but just like that it wouldnt work with a regular UE Project. You need to make a hard reference by following the steps above or by telling the asset manager that the asset needs to be cooked
@woven escarp Are you referencing Ari's steps above?
Are you sure both of you are comparing the same files? I.e. the un-cooked file vs the cooked file?
To expand on what jmgomez said, nothing gets cooked unless it's either:
A: A PrimaryAsset (like a map or other types if you've configured them yourself).
B: Referenced (either a soft or hard reference, both will lead to it being cooked) from a Primary Asset (even indirectly).
C: In an AlwaysCook directory, which you can configure in the project settings.
If you just add an asset to your project but you don't use it from any asset that would get cooked (like a map) then your texture doesn't get cooked. This is a feature, it means nothing unnecessary gets cooked.
Like the tip I just told jmgomes, to make sure it's really getting cooked, put
cook.displaymode=3```
into `DefaultEngine.ini` and cook again, and check the logs to see if it's really getting cooked.
@tight galleon It sounds like perhaps the easiest first step is to configure that directory as AlwaysCook and go from there
It does spit out a uasset, but it's smaller in size
But it's odd to me that it would spit one out at all if it's not being cooked.
But I'm extremely new to UE4
@tight galleon Okay, so I modified the DefaultEngine.ini as you specified and sure enough the texture I added is not referenced by name anywhere in the output log
Oh god, I'm an idiot. You're exactly right Ari, I was still looking at the uncooked. I didn't navigate to the cooked folder. Yowza. I'll blame it on being tired. Thanks all for your help.
Glad we got it sorted 😄
Me too!
For anyone wondering what that number "3" does for display mode, here are the different options available explained:
0: No display
1: Display packages remaining,
2: Display each package by name
3: Both
So I can see the assets being cooked in the log by enabling that option when I tell them to be cooked and I don't see it when I dont. How would you open the DevelopmentAssetRegistry.bin with the Asset Audit? I have no clue.
Also I have a question just to make sure, assets need to be cooked in order for them to appear in "Standalone Game" arent they? That's what made me think that it should be another "stage" for the asset in a package, because they do appear to be cooked based on that :/
Hey,
I am trying to add OnlineSubSystemRedpointEOS free edition plugin to my project. Plugin works fine but when I try to package the project it gives me error
UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'OnlineSubsystemRedpointEOS'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in OnlineSubsystemRedpointEOS.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'OnlineSubsystemRedpointEOS'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in OnlineSubsystemRedpointEOS.build.cs to override.
I tried to add PrecompileForTargets = PrecompileTargetsType.Any; and I also added the plugin to both engine folder and project folder. But nothing seems to work and I still get this error. Does anyone know what I should do?
I just build my game. And when trying to open it I got this error. Do I manually have to add the houdiniengine folder to the build files?
Ifso where do I put it?
Do you have it in your Project’s Plugin folder? Or in the engine one?
It's saying to you that you have referenced UnrealEd (the unreal editor module) which is not suitable for packaged builds. You have to take rid of it or set a condition in your build.cs
Something like
if (Target.bBuildEditor) { PrivateDependencyModuleNames.Add("UnrealEd");
}
Then if you reference it in your code you have to use the WITH_EDITOR preprocessor instruction
in the engine one
@woven escarp
Copy them (all the houdini plugins) into your plugin folder that may do the trick
can't find a plugin folder in my project though
<@&213101288538374145>
Would highly recommend to add a function to @stuck dagger which auto bans after.. say 3 @everyone pings
Anyways, got a question about packaging.
Will every single content you are having in your project be shipped or will it only do that for the ones which are actually used somewhere, if it's just a reference through a BP or literally placed in the world.. ?
if there isnt any just create a Plugins folder in your project and place it there
thx a lot! Didn't know it was that easy 🙂
That helps, thanks
You may also want to watch this https://www.youtube.com/watch?v=9MGHBU5eNu0
A lot of comments that makes everything clear. That helped me a lot to get my head around the AssetManager and the FAssetRegistry
This week on Inside Unreal, Ben Zeigler will walk us through how to use the Asset Manager to efficiently categorize, load, and ship large amounts of data. We'll explain the origin and purpose of the system, followed up by an in-editor tour of how Action RPG use the Asset Manager - including Blueprint nodes for Asynchronous Loading. We'll also di...
After packaging my game and running it, I see in the logs "LogLoad: Error: Failed to enter /Game/Maps/MainMenu: . Please check the log for errors." The MainMenu loads just fine and works. Anyone seen anything like that before? And yes I see this in the logs where it says check the logs. LOL
BTW, the Main Menu is the default map to load.
Also also, I am using my Game Instance to load my saved game data which has my character info saved in it. When I load my saved data in a packaged game all I get is a Fatal Error. When I run the same code in the editor it works just fine. What could I provide to help better ascertain what is causing the crash in a packaged game vs in the editor?
The log says:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
After some research, it appears this means something is null. Is there a way to determine what that null thing is?
yeah, the callstack
ok I can get that from the logs...one moment...
This is the callstack right after the access violation. I have looked through multiple times, but unable to see what the actual thing is causing the issue. Perhaps someone can see something I am missing:
and what does your player controller BP's construction script look like
the log file should actually print a script callstack
is the above what was attached not the callstack in question? if not, I am more than willing to get something more specific.
and to answer the construction script for my MainMenu Player Controller
Constructor -> Switch Has Authority -> Authority -> Get Game Instance -> Cast -> Load Player Save Game -> Load Game Settings (Volumes/Mouse)
I really wouldn't do that in a construction script
begin play? maybe. save game isn't the best place for preferences like that though since binary save files aren't user editable
and why would that even have an authority check? lol
you definitely have asked questions I have asked myself. I was not sure if that was correct. let me juggle around and see if I can help this....
I was trying to not change too many things at once to make sure I knew what had changed and my testing/debugging was more systematic
What is odd to me, is this works in editor or stand alone, but when I package the game that is when I start getting this issue.
If I do NOT have the save game files get loaded (I bypass the logic and the logic that uses that data) everything works just fine.
How very odd.
Does anyone know solution to this?
hlo
sir/mam, i m a beginner game developer and want to release a game but but facing a problem with new google pad system where obb is released via different delivery mode .plz help
thanks.
some information that u might need-
unreal engine 4.27
game size 350 mb
uploading to google play console
plz check image
i have gone through documentation of unreal about google play asset delivery reference.
thanks again for ur time.
Hi guys. Does anyone have some good tutorial links to unreal multiplayer for mobile? Thanks
Hi! when do you recommend to package your game? when 90% of it is done or very early?
Very early
You should test-package your game at least once a week to ensure it runs without issues
Yep. Easier to fix something when it breaks, rather than digging through a dumpster fire days before release
It's also a lot easier to revert changes made yesterday than changes made a mont hago
Exactly
how much longer compress content is actually making it?
It depends on your target system and game. Only way to know accurately is to try both and time it. Then you’ll also have an idea on how much space it actually saves too
Thanks guys
it runs out of memory and fails to build
deleting saved intermediate folders helped me b4
anything else i can do?
Do any of you guys have any idea how to deal with these?
"Unable to find package for cooking"
The packages references are BP classes that have long been deleted, and I am pretty sure no other BP classes rely on them.
But I, for the love of god, can't figure out where the packager is still getting these names from.
They should not exist, anywhere. They shouldn't be referenced by anything, but the packager log doesn't tell me what referenced them, so I have absolutely no idea where to start searching for those references 😦
redirectors are fixed, no BPs have any errors, I even nuked saved and intermediate folders, still no luck
note: in instantiation of function template specialization 'Async<(lambda at D:/x/Private/GoogleSpeechRecognition.cpp:214:40)>' requested here
Log UATHelper Package Plugin Task (Windows): Async(EAsyncExecution::ThreadPool, [GoogleSTTConfig, BlueprintNode]() {
and
note: candidate template ignored: substitution failure [with FunctorType = (lambda at D:/xxx/GoogleSpeechRecognition.cpp:214:40)]
Log UATHelper Package Plugin Task (Windows): >::Type Bind(FunctorType&& InFunc)
Trying to package a plugin and keep hitting that
Works fine if I package the whole game
hey @tight galleon I was able to open the AssetRegistry.bin (thanks to a tencent tool) and I can see how those assets are cooked, but still they arent present in the package. Any hints?
Hey peeps. Someone redirected me here to ask about materials and packaging. Essentially, I would like to have Material 1 applied to a mesh on Windows, but on Android I'd like Material 2 instead. One being translucent, the other not. Hence I cannot use FeatureSwitch nodes. How would I go about implementing a selection for the operating system, without it being at runtime (so that on Android, Material 1 is not included in the package at all)
You actually can use feature switch here
how so? theres no node's for BlendMode
Set the shading model to "from material attributes" and try outputing the proper one based on feature
yes, the shading model. But I am talking about the BlendMode (Translucent vs Masked or Additive)
Also, sadly the shading model "unlit" is unavailable in the From Material Attributes feature
which would have been an alternative
Ahh, neverminded then
So I could just make two materials and in some actor apply the correct one based on platform
but that does neither sound clean, not easily maintainable and it also would include both materials in both packages
So first you can filter materials in packaging by putting them in a folder with the platform name, so that's not a concern
Is that some feature I don't know of?
So even if I have a material referenced on Windows, which is in a folder called Android (for example), what would happen? It would just not actually be there?
that'd be at least one concern less
Haven't tried that in some time, but IIRC yes the Android folder would be skipped on PC
@loud violet you should be able to use the AssetManager to manage that
cool, will google that. I'm pretty new to all this. Just got tasked with porting our high end desktop PC VR app to Quest. Fun times 🙂
Make sure to check the packaging log folder for the final asset list
Pretty essential tool
Somewhere inside this video they mention a few hooks to do it
This week on Inside Unreal, Ben Zeigler will walk us through how to use the Asset Manager to efficiently categorize, load, and ship large amounts of data. We'll explain the origin and purpose of the system, followed up by an in-editor tour of how Action RPG use the Asset Manager - including Blueprint nodes for Asynchronous Loading. We'll also di...
awesome, thanks a lot guys. Still worried about the overhead of having to select the correct material at runtime though. Wish there was a Material select based on feature level.
but thats not really a #packaging issue
oh, then I misunderstood what you were saying with I should try the asset manager
I thought that would only be handy for having a runtime selected material, where one would just be not in the package to begin with (due to the asset manager)
There are functions that are called when cooking
Yeah, but you dont really need it for doing it a runtime
Cool, that sounds like it could be exactly what I need then. Will check it out 🙂
out of curiosity to what log were you referring to?
The packaging logs somewhere in app data have master lists of all assets included in packaging
Oh that one may be useful for my issue. Will try to find it out. Thanks!
It's in Roaming / unreal engine / automation IIRC ?
Don't have the engine here
But there's an uasset (content) and non uasset list
But Roaming where? Do you recall? Like inside of the Engine's directory?
Im using a custom build
How are you determining that they aren't getting cooked?
Hey Ari, because this (just test code)
StreamableManager.LoadSynchronous(AssetData.ToSoftObjectPath());
return nulls when packaged but it does work as normal in Standalone Game or PIE
Roaming under c/user/appdata
If the asset registry says it got packaged then it should be there.
If you run UnrealPak.exe -list YourGame.pak it will show you a list of every asset in the pak file. Does it show up there?
Oh thanks. I see the logs there but I dont see any specific to the packaged
Will run that, I saw it with the tencent tool that I mentioned (PakViewer)
I have a suspicion that it's getting packaged just fine but how you're loading it is the thing with issues.
That's my thinking as well but how it would work in the other scenarios? That I cant explain
What path do you get if you log out the content of that soft object path?
does anyone have solution to this?
Hey guys. Tring to build my project from Launcher version using a command, but keep getting an error with some Includes.
It does work well from editor or if I build using git version and a command line.
What may be the reason of this error? Not sure what it means..
I think I can discard it to be a cooking issue at this point. Not sure if it may be a leak somewhere. I converted the code to work sync and through hard references and it just work in packages too. So it may be something else. So I can reduce the problem space. Thank you for your help Ari. Learnt a lot about the tooling around cooking thanks to this 🙂
You may want to ask in RedpointGames's discord
though it's free edition so no support
I can not because they don't provide support for free version
well the free edition doesn't include source, so you'll likely be pretty stuck without coughing up the cash for it
it should still work I don't think they would release broken version
well did you install it to project or engine? this likely matters when using the binary engine
I'm getting this error (multiple times):
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/BlockoutToolsPlugin/Blueprints/Blockout_Box' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: [long list of valid roots]
This is when the BlockoutTools plugin is either disabled or enabled.
I want to completely get rid of BlockoutToolsPlugin and everything that relies on it. How do I figure out what is using it? Presumably that information should be available to whatever is spitting out that error...
both
well that makes no sense
and when it's precompiled with a binary engine, you'll want to put it in the engine only
okay I will try to remove it from project and see if it work
How would I rename the display name of my game? Ie I want to change it from ProjectName to Project Name. I don't particularly want to rename everything else in the project, just what's displayed in the title bar in windowed mode and when you highlight the icon on the task bar
I have the same fatal crash in a UE5EA2 project, except no packaging errors
I tried that and now it can not find the plugin. It's still visible on plugin list on Unreal and this happens only on compiling.
Then it wasn’t installed to the engine
Project Settings > "Project - Description" > "Displayed" > "Project Displayed Title".
ah thanks!
When I’m finding assets using ConstructorHelpers in C++, is there any way to tell it to put it into a specific chunk other than chunk 0? It seems despite having a PrimaryAssetLabel with priority 1, it still puts the assets into chunk 0.
I made it work but sadly it still gives same error while packaging
When i try to package my Project I get this Error :
PackagingResults: Error: System.ArgumentException: Ein Element mit dem gleichen Schlüssel wurde bereits hinzugefügt. (English Translation: An Element with the same key has already been added)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
here is the whole Log :
i came up that the problem is caused by the Imposter Baker Plugin by Ryan Brucks, ... alteast it worked out for me when i removed all plugin files from my project
but i would like to use it ... and i have no idea how i can find out what the problem is since the Error is "Unknown"
Hi,
I would like to set r.MobileHDR setting before cooking for PC and mobile project. I tried to set it in the Platform folder in platform config files but it didn't help. Can somebody help me to know how I can do it with Buildgraph or some other way?
I packaged game to Linux from Windows machine.
Do I need to built Unreal Engine from source code ?
https://cdn.discordapp.com/attachments/227793211530280960/901187878619590706/LinuxBuildToolThread20211023.png
I did follow the instruction in this thread.
Part 2: https://youtu.be/48P4fjLP1vU
In this tutorial, we go over the bare basics for cross compilation in Unreal Engine. This is very useful if you want to make games for the Linux platform when you are developing on a Windows computer. The bare minimum steps to achieve cross compilation include building Unreal Engine source, and setting up th...
That's an ARM build you're doing - for non-Android Linux phones
The instructions in the engine documentation work
No engine sources, just the Linux module in engine download options, and Epic's Linux toolchain from that doc page
Is exporting to HTML outdated? I understand 4.23 is when support was removed, but is there a more updated method or format to export to web?
Yes, HTML is gone
Thanks! Is there any working way to get a build onto a web browser using unreal?
Nope
There's Pixel Streaming though, which allows a dedicated rendering server to stream rendering to one browser instance
Bit of a different thing but it's the closest thing
Thank you, I'll take a look into that. Appreciate it.
When you load a map, you pass that options string to it. When you load another map with Absolute, you delete that string and reset it with the new Load.
Not sure. Haven't tested that really. I've only ever used Absolute.
Hi. What could probably be causing these problems when I am packaging a game? Actually it is a template that i have added a lot of stuff. I tried doing the base template with major mods and it works fine. But I just added a few stuff like weapon sway and weapon block. It seems to be causing a lot of packaging problems. Even adding assets such as animations. I tried finding the problem one by one but it has a different problem everytime I add something. Thank you
ow I think it is ok now. I removed the underscore characters on the title of the project
Hey, Does anyone who uses the asset horror engine know why my game is not packaging? I tried a bunch of stuff and i am just not sure...
@winged moss 1. i do but i already had the pic on my phone, 2. error is resolved.
Hi Guys. When I try to start my game after packaging, I'm getting this error message, and the game closes down. The names doesn't look like something I use in my game. Does anyone have a clue what this mean? I tried fixing all redirectories, removing plugins, and varifying the engine, nothing works
Any ideas why a shipping build (of our server) would still include debug symbols? (.sym)
The filename SpacewalkServer-Linux-Shipping.sym seems paradoxical to me ...
Well you always always want to include symbols
How else will you debug ?
Just don't deploy them
Keep them for yourself so that crashes can be made sense of
But the binary wont execute without the .sym file?
Sure it will
Same goes for shipping client builds, you always want to keep the PDB files for debugging crashes reported by clients, but you'd never ship them
Aha. There was another issue preventing the server from starting and a warning about missing .sym file was the only output
you didn't cook content
I don’t know what that means…?
when you package your game you need to cook content, if you just build the exe then it's not going to be able to read the editor's uncooked content
Ok, so how do I cook the content?
File -> Package
Thanks, will look into that 🙂
It’s just a little weird cause I have packaged the game hundreds of times before with no problems and no changes in package settings.. And all of a sudden it fails…
How were you packaging before ?
Package game / windows and then wait for it to finish.
Well, yeah, that's how you do it
for andriod need key.keystore ?
Basic question about packaging.
My use case is that I want to be able to have users download temporary, data-only hierarchies of game objects (3D assets, materials, textures, animation, Blueprints). E.g., users download package, use it for an hour, and then unload it, possibly downloading a new package right after, and without having to reboot the application.
.pak files containing DLC plugins seem to be the closest thing. Is there anything I'm missing here? Does the DLC plugin need to contain a C++ plugin class? Can it just contain Blueprint? Also, is there an accepted best practice for making DLC content that is forward compatible with future releases of the game build, or for forward-converting versions of objects from older version to newer version through registered serialization converters?
New to UE, so not sure I'm using the right words for the above.
no because plugins can be content only
and the way to make it "forward compatible" is to never upgrade the engine
cooked content is pretty volatile to that
cooking content for a plugin is pretty much how modding works in every game that supports it
never upgrade the engine, as in, the version of UE. but what about changes to custom classes in the built application?
depends how extensive the changes are
lets say Blueprint API changes, or changes to Blueprint Structs.
if I wanted to provide a way to convert older content plugins to a newer version of the engine, is it possible (despite it being difficult)? what would that tooling look like?
it's literally just easier to recook
you'll want to provide a stable API though
adding is always going to be less problematic than removing, that applies to struct fields and functions
it sounds like Blueprints aren't special here. In C++ I imagine I could create a custom Serialize() method, and call child functions to take the data to the latest version (e.g., Serialize_v0_to_v1, Serialize_v0_to_v2, etc.)... But it seems like there isn't that level of control for BPs, and that I'm forced to just add new classes, functions, and properties, and never remove old implementations for DLC I will ever want to load.
Hi, my project runs perfectly in editor but in the build (0 errors) it crashes randomly when loading maps so often. Any tip?
Going to keep googling, but does this specific error ring a bell for anyone?
Packaging a Quest 2 UE5 VR template scene to apk.
UATHelper: Packaging (Android): ERROR: Command E:\Epic Games\UE_5.0EA\Engine\Extras\Android\SetupAndroid.bat android-28 28.0.3 3.10.2.4988404 21.4.7075529 -noninteractive failed [Exit code 4, working dir = E:\Epic Games\UE_5.0EA\Engine\Extras\Android]
PackagingResults: Error: Command E:\Epic Games\UE_5.0EA\Engine\Extras\Android\SetupAndroid.bat android-28 28.0.3 3.10.2.4988404 21.4.7075529 -noninteractive failed [Exit code 4, working dir = E:\Epic Games\UE_5.0EA\Engine\Extras\Android]
Pretty sure I've installed everything needed, have 28 SDK as awell as latest, and on SDK tools and NDK (side by side) I've downloaded everything with 21.4 and 28
Depends greatly on what it's crashing on exactly. Check the Saved/Crashes folder to see what's causing the crashes. You can check both the log and the crash files.
@tight galleon Where is that folder?
I looked for it in the build folders and the doc folders and couldn't find it
there is only files from months ago :/
Hmm, got SDK up and running but now I'm running into the assembleDebug cmd line on rungradle.bat
Trying Quest 2 packaging UE5 virtual reality templace
Gradle is installed and running according to "gradle -version", not entirely sure where it's going wrong
trying the same project in 4.27 to see if there's something with UE5...
Alright, giving up for the day. Searching around I've seen this bug happen to quite a few, in this channel as well. Seems like a lot of different types of answers on google that annoyingly helps a few and not others.
I think I need to start fresh. At this point I've also added and dropped so many different SDKs, NDKs and JDKs I'm not even sure which ones are working
I have a prototype multiplayer C++ game in UE4.25.0. If I play the game in the editor. No problem. If I package for Win64 no error. Than if I start the packaged build. Nothing happens even with -log. How can I debug this? You can package as debug. But where do I find the debug info? So I am looking for tips how to debug when a packaged game ...
very thx
though if it's startup you'd want to use -waitfordebugger too
would also help to see the stack trace if you have one
so I have an issue where I'm getting this error:
LogOutputDevice: Error: Ensure condition failed: ObservedKeyNames.Num() > 0 [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Decorators/BTDecorator_BlueprintBase.cpp] [Line: 67]```
I've found this thread mentioning some of the same (mine is happening when loading into editor from VS)
and I might have found the issue at hand... however, I'm not given the option to change it
this is unchangeable
so... what can be done in this situation?
i added Paragon Serath asset to the project and it get an error Assertion failed: LoadedWorld [File:C:/UnrealEngine-4.26/Engine/Source/Runtime/Engine/Private/LevelActor.cpp] [Line: 1381]
any idea what the problem could be? i searched on google , other had got same problem but no solution
Im about to lose my mind, every time I compile for quest 2 this happens:
java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7
Ive tried 3 different ndks
3 different java jdks
unreal 4, unreal 5, reinstalling android studio 4 android studio 3.5
nothing works, ive tried compiling for days now with no luck
google and discord history do jack all for this issue, does anyone know anything about this?
No clue what this is as well:
Creating rungradle.bat to work around commandline length limit (using unused drive letter Z:)
Ive tried 2 more reinstalls now and read through a few hundred threads on the unreal forum, I really hope someone has a solution for this.
To honour the JVM settings for this build a new JVM will be forked. Please consider using the daemon: https://docs.gradle.org/6.1.1/userguide/gradle_daemon.html
is there a gradle somewhere?
Hi everyone. I encountered a strange problem.
At the end of the packaging, it stucks at "Waiting for child process to complete" and it's going forever.
I've done everything that I found on Google like deleting Saved, Binaries, Intermediate folders
Any solution??
Did you try simply wait ? What's the packaging log like ?
Yeah, like 12 hours and giving the same log over and over
@open rapids I have the exact same issue, and been trying to find the issue. Unfortunetely I haven't yet (currently trying install and activate different versions of gradle, but doesn't seem to change anything)
As far as Android stuff goes, make sure to use the exact version of software the release notes recommend
Going to go back and check all that with a fine comb, I've been adding and removing a bunch of stuff I have a hard time keeping track of what is actually running 😅
Is it, probbaly, safe to assume UE5 uses same requirements as 4.27?
No, it is not
Read the release notes
For UE5 sources, you're on your own entirely but I would expect it to not work at all for mobile anyway
Absolutely, we're currently using it mainly for Nanite as our company does some photogrammetry on large scale objects and I'm on my own time just investigating future avenues.
I used the exact sdk and android studio yet still had the issue.
What's the full packaging log ?
I'll check that in a bit and send it from the hate.bin website, teaching right now. Could it be related to 4.26?Thanks for wanting to check at least, really appricate it.
@mellow bane
I reset everything, reinstalled everything and have a new error now (The one posted above)
still related to gradle
trying jdk version 1.8 now as per reccomended in forum posts Ive found
tried clearing gradle cache, anything that has the word gradle in it on the ssd
tried java 18 and 17
same error.
Do I have to change the gradle setting maybe? Im completely lost.
Does someone know what I need to do to NOT have to compile and packer shaders with a server package?
Check in your PATH for another gradle or jdk that would be incompatible
@mellow bane
I dont think anything in my path would be strange here, but Im not sure. Ive rebooted since changes have occurred many times, so Im sure the PATH is also updated.
I reinstalled some things again, still no luck, 4 days on this issue 12+ hours at this task later and its not working, same gradle error for now
even tried dming some people that had this issue, and tried to find someone that you can pay to fix this, cant find anyone who will do this no luck.
I think it comes down to gradle being the issue, I just cant find out how to change the gradle thats retrieved, if thats even the error
hi can i package ue4 game to android without ue 4?
I've tried changing Gradle version inside gradle-wrapper.properties, but it reverts every time i build my project. Is there a way to make the auto generated z:/ drive gradle not be the wrong one but instead, one that is newer?
Does anyone know what this means? (This is my first time packaging a game)
Something wrong with your crypto keys setup
Actually I just managed to fix it, thanks
Managed to fix it.
Thanks for attending to so many messages @mellow bane Appreciate the attempt to help. I uninstalled Unreal, purged all Android SDK folders, all .grade cache folders and followed a different tutorial, after 6-12 hours of clicks it works.
Sorry it was so bad !
Yeah it totally launches now, feels so good.
Most relaxed Ive felt all day lol
Ive learned that JDK and or android and or gradle can be problematic, that is all lol, hopefully I can help the guy above that had a similar issue,
For anyone searching discord history for the problem, watch this video
In this video I will show you how to setup Unreal Engine with the Android Studio to build and deploy all your sweet developed games directly on your Quest 2. I was not able to find a nice Tutorial how to do that with UE 4.27 and I wanted to use the production ready openXR plugins soo. Enjoy watchin!
Twitch
https://www.twitch.tv/erikengineengin...
Error: Ensure condition failed: ObservedKeyNames.Num() > 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Decorators/BTDecorator_BlueprintBase.cpp] [Line: 67]```
getting this issue when packaging for shipping. I have no clue how to resolve this as blackboardkeys always have the same default value of "none"
Hm apparently not, I do a separate cook with this cmd line:
$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/RunUAT.bat BuildCookRun -nocompileeditor -noP4 -project="$PROJECT_ROOT/$PROJECT_NAME.uproject" -cook -stage -archive -archivedirectory="$PROJECT_ROOT/Build/LinuxServer/LinuxServer" -package -serverconfig=Development -pak -prereqs -targetplatform=Linux -build -server -utf8output -noclient -CrashReporter
how did you verify shaders were being cooked for dedicated?
pak file contents?
because for us, it's definitely different in terms of file size. server is 6GB (both windows and linux) and client is 42GB
Well, the logs said it's compiling shaders, the package is smaller, yes but why is it compiling them if they are not needed ^^
despite the name that's a runtime module
I've definitely thought the same before... but you wouldn't be able to access settings set in the editor at runtime without it 😛
As far as I can tell those are fine, check the secondary game modules like Modding etc
I would also triple check those UnrealEd deps that supposedly are editor only
Like try removing them
No from your files
build.cs:36
Failing that well, time to debug UAT I guess ? Not seeing anything obvious
wait do you have a single target instead of a separate editor target?
what's with the bBuildEditor in the normal target then. I don't think that'd cause issues, but it seems odd to me.
^
might as well rule it out
That should be fine
you could try just to see if it works though
Fairly sure all of them are
WindowsTargetPlatform?
though what's WindowsTargetPlatform doing in there
glad I wasn't the only one to find that odd
Dunno what that one does
you shouldn't need it ever
Engine/Source/Developer/Windows/WindowsTargetPlatform
I'm guessing this is a game that's only literally going to be on one platform I guess, and that's Windows and Steam
I'm guessing that module adds target platform stuff to the editor or something
yes it does, all platforms have a module like it
how is that even related to that
well I just accidentally clicked your TD's linkedin page while logged in lol
Sunny, the TD, I thought it would link to a twitter
the annoying thing is when you view someone's linkedin while logged in, it has a chance it'll tell them who viewed it with a notification
and yeah, it's almost always better just to have an Editor.Target.cs for defining the editor-specific modules
we have 4 but will probably get rid of the Client one eventually
bIsEngineInstalled is a bit of red flag too, since I imagine there's some hybrid binary build and custom source build going on
you either do it or you don't most of the time
that's why you use UGS dammit
I'm not angry, but I'd probably get frustrated with builds setup similarly if I was doing some contract work
yeah, as long as your TD doesn't have too much of an ego
👀
Yea so fyi actually since I was going to ask about this and it's related to topic up there ^^, WindowsTargetPlatform wasn't for day night cycle, I actually have no idea why that referenced that, It was so that I could change RHI in GameUserSettings, likely a janky ass way to do that
// Set New DefaultRHI (Rendering Mode)
UWindowsTargetSettings* WinTargetSettings = GetMutableDefault<UWindowsTargetSettings>();
WinTargetSettings->DefaultGraphicsRHI = GFXSettings.RenderingMode;
WinTargetSettings->SaveConfig();
Couldn't find any info at all about it or alternatives other than actually booting with an arg
I was doing a few funky things it seems but that was the intent ^^
ah doh :p
Looking at that code, I have no idea why i'm even accessing WinTargetSettings, i'm just saving a config, can probs just access the same config via GConfig or something lolz

O ye - copy paste go brr
Anybody know if there's an arg for RunUAT.Bat to set the staging directory? I see that you can set it in project settings but am wondering if there's a way to do it when running the command?
for buildcookrun you can use -stagingdirectory="some/path"
o neat, I probs should have tried that before I asked 😂 kind of is in the name
also the nuclear option for overriding ini settings with UAT is the -ini command line param
tysm for the help guys <3
Anyone have an idea why I might be getting the following error during packaging?
https://pastebin.com/ZFgtZZxq
I copied the project, which uses the 4.27.1 binary Engine (with no packaging problems), into the same folder as \Engine and GenerateProjectFiles.bat, ran the latter, built a Debug Editor build, then tried to package a Debug build.
it's using debug commandlet as well? did you try cooking with development editor?
unless your project has really weird issues going on with GC but that would show up in a binary build too
I didn't try cooking with Development Editor using the source build; with the binary engine I usually package DebugGame. For a few days now we have had a particular map, with the same GameMode settings as the other maps, loading the Controller but not the Character, which is what I'm trying to debug.
Thing is, I got this error even when I tried packaging a revision from before the problem appeared. Right now I'm downloading the engine source anew in case I somehow messed up updating it from 4.27 to 4.27.1 (don't see how but heck).
well it's running UE4Editor-Win64-Debug-Cmd.exe for the cook process
So I should first cook with Development Editor and only then try to package a Debug build?
well if you build Development Editor, it should have UE4Editor-Win64-Cmd.exe
which is what the binary engine would run
Hm, okay. I'll try building Development Editor and packaging with that. Thanks for the pointer.
Wish I hadn't deleted the repo now, ha.
Hello, when i package my build im getting an error when spawning an actor with a trigger, but it doesn't happen in the editor, maybe someone know why is that?, thanks
Assertion failed: BlendSpace != nullptr [File:D:/build/++UE5/Sync/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_BlendSpaceGraphBase.cpp] [Line: 13]
This is the error i get, the game closes after it
I finally solved it, i changed a blendspace for a blendspace player in the animation blueprint
So when I package my game, it always crashes when it starts and all I'm left with is a bunch of unknown errors. Does anybody know what could be causing this? The logs don't give me any useful info. I get no crashes when I play in the editor.
Would help to have symbols
@winged moss Thank you so much, was able to cook successfully by doing it from a Development Editor build and debug the problem.
thanks
no soultion yet
was ignored as it is lower priority than the previous 'SetByDeviceProfile'. Value remains '2'
https://answers.unrealengine.com/questions/427815/view.html?sort=oldest
I'm still struggling on how to read in custom parameters that are set when running the Unreal Build Tool and then pass them on to become #defines that I can use in C++ to strip out certain parts of the code. Can anyone give some examples?
@winged moss oh I see that now
Sorry this is a really basic question but where does that code go? I've never really customized MyProj.Target.cs before
[CommandLine("-BetaBuild")]
protected bool IsBetaBuild = false;
it's a C# property